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 My New Person Dainn Guide

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Neo
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Registration date : 2009-04-28

My New Person Dainn Guide Empty
PostSubject: My New Person Dainn Guide   My New Person Dainn Guide Icon_minitime28th April 2009, 6:34 pm

My Dainn Guide to Myself

( Please note I am a hybrid Dainn o.o )

This
is a personal guide for myself as a concrete reminder of what I have
learned and need to continue learning as a Dainn. This does not replace
or coincide with any combo or skill guides that is already here or will
be posted. Feel free to post anything wrong with what I’m doing or
anything else you can think of .-. . Everything I know about Dainn will
be posted in my own opinion even if it’s wrong lol, but that’s what
you’re here for.

Melee Combo Starters

There are many melee attacks in dainn's arsenal to start your combo.
I'm posting this so you will know you that can use almost any melee
combo to start as long as it sends your opponent in the air at the last
hit.

A-A-Dash-A-S

A-A-S
A very useful skill when
you're low on mp since it guarantees a down attack if timed correctly.
The A-A-S has a short aoe behind you, so remember to Dash-A-S the
opposite way if it hits.

A-A-S-Autostep-A-A-Dash-A-S

A-A-S-Dash
Space Attack (If this is too slow for you to time right, then try
shifting diagonally or something so the space will hit directly on
impact).
A-A- A-A-S-Dash-A-S

A-A-Shift-A-A-Dash-A-S

A-A-A
~ This is a tricky to use since it is very slow to end or even counter
with. Use this at a safe distance for the last A to hit. It has a small
aoe that will reach your opponent when you least expect it. It's also
useful to cancel an enemy's charge or just to leave that aoe in midair
as you cancel away.
Some combos with A-A-A

A-A-A-Autostep-A-A -A-A-S-Dash-A-S

A-A-A-Timed Space Attack

A-A-A-Autostep-A-A-Dash-A-S

A-A-A-Undershift-A-A-Dash-A-S

~When
trying to set up your combo, aim at them at a 45 degree angle so they
will have a harder time to counter. In some cases against another dainn
who uses this tactic, you can hit them on the shoulder while facing
them.
1=Enemy
2=You
X=Area of Dmg/Successful Hit

Example Un

1xx (You are Facing at Diagonal direction)
-x2-
----

Example Deux (Facing Foward)

1xxx
-2--
----

Example Trois

-xx-
2x1-
-xx-

~~Still Tentative and due to more tests
Skills


Dainn's
skills are very powerful but many are frustrating to pvp against (fire
orbs/ ice arrow). I will list what skills and sp’s I add
into them if I can remember- also adding some info I know of them.


Ice Arrow

This
is a great skill to use to cancel the delay of dash as, but I only
remember to use it 1/20 times x.x. I use this skill mainly for shifts,
autosteps, and “barriers” to make the opponent easier to trap and
combo. There are some combos I use in pvp, although I rarely use A
combos (It’s very useful and I really need to use them .-.)
I
don't know why, but every time that I use this skill, the opponent
still runs away o.o; (even when it's lvl 1). It's understandable since
he will be very vunerable if it sticks. This is also a good skill for a
short mp recharge. Although it's cancellable, I don't think it cancels
faster than Hand of Earth. Knowing that fact, be sure you successfully
dash cancel it or you'll just stay there mid cast =| .


~ lvl 1 or 2 for 3 arrows


A-A-Dash-A-S-IA
Cancel-Autostep-A-A-Dash-A-S

A-A-Dash-A-S-Hand
of Earth-Shift/Half Dash-A-A-Dash-A-S-IA Cancel-Shift-A-A-Dash-A-S (It can be used with
hand of earth starter, but you have to be fast =|)

A-A-Dash-A-S-IA Cancel-Dash Down Attack-Dash over opponent-Turn-Combo start

A-A-Dash-A-S-IA Cancel-Dash-AS



Fire bomb

~ Max (Lvl 11 gives a big dmg boost)

This
is a very useful snipe skill and can be used in numerous combos. At
high lvls, the snipe dmg will be around 200+ dmg .-. . I use this in
wall combos or to prolong my combo chain so the opponent can reach the
wall. This skill is dash cancellable for combos or down attacks.
Be
sure to include this skill in almost every one of your wall combos
after a reset, because it will do around a least 400 dmg. Always
remember that fire bomb is one of your priority skills in comboing. If
you can land this twice in one combo, then that's at least 600+ dmg
from it alone with decay. The 7 second cooldown puts this skill on top
in efficiency and power.



A-A-Dash-A-S-Firebomb-Dash-A-S

A-A-Dash-A-S-Firebomb-Dash Space Attack

Firebomb-Dash Away
~Using it then dashing diagonally confuses your enemy sometimes

Firebomb
~If you know your opponent is going to run straight at you, then you should just cast the full 2 shots for 400+ dmg .-. .


Fire Dragon's Heart

This
skill can be used in a combo if you can land it directly on your
opponent. Using A-A-Dash-A-S-Hand of Earth-Halfdash-A-A-Dash-A-S-FDH
will usually work. If they get up without using the wake-up atk,
they'll fly in the air.

If the opponent hits the orb during
it's summoning or anytime the skill is still in use, they will receive
dmg and fly up (1 time dmg) excluding the 10 orbs.

If someone
use bcb, you can use FDH to dmg them after you get frozen, or use it
right before bcb finishes. Although not many people know this, FDH has
an invincible frame, allowing you do receive 0 dmg from bcb o.o. Edit: Some know this short invince now =|
After
using this skill for quite a while, I came to notice that lvl 2 Fdh
gains a noticeable amount of range. You can lvl this to 2 if you have
any sp left over. Otherwise, leave this at one for the knock-up or max
it to see your enemy find the nearest corner and hide. Nu matter what
people say, this skill is valuable in defense and trapping (Trapping
can be limiting your opponent's movement or making them use their last
resort skill. Remember that if you use this skill, be ready for mdef,
sleep, and hide. If you can predict when they use it and dodge, you
will be with an advantage)

~Cold Blue Dragon + Rolling Boulder
~ As I have seen in some videos, using this against a wall with Hand of
Earth will allow you to continue your combo even after Dragon+Rocking.



[Break]


I get bored easily lol so I’ll move to my next section for
now.


Combo Starters and Mind Games (o.o)


Combo
Starters for most Dainns are A-A-Dash-A-S,
A-A-S-Dash-A-S, and A-A-S. I use the first combo starter a lot, but I
hate getting provoked by siegs or getting dash as’d by them x.x. So I’m trying
new combo starters or use some mind games to ensure I get my combos in -.- .


Spamming A-A : This is very useful if you can do it really
fast and cancel with a dash lol. This intimidates some opponents so they’ll
back away or use another route to hit you. If you predict where they will go,
you can A-A-Dash-A-S them or get combed if the counter your counter =|.


Using A-A-A: This melee chain imo is a fun one to use. Don’t
go up to them and expect all three to hit .-. . You’re trying to hit them with
the last A, which will put them in the air, allowing you to shift or start your
air combos. If you somehow get A-A in then just dash A-S o.o. Otherwise if
you’re still far enough, land the last A and dash cancel away. The blast will
still be there for a few millisecs, so if your opponent is in its range of
fire, he’ll get hit. You’ll have to act fast to start your air chain. (Still
experimenting o.o)


A-A-Shifting: I am still experimenting with this skill but
it’s a good way to annoy your opponent and have fun seeing them flinch. I only
used this in pf and still am trying to land it in pvp. It goes
A-A-119-A-A-338-A-A-994-A-A-772-A-A-116-A-A etc. There are some
halfdashes/autosteps in there, but you are trying to shift =|. Remember that
this is my reference to myself lol, but if you are wanting to try it, be sure
that you safely halfdash or shift or else you’ll run at your opponent during
it, allowing them to atk you =(.


Skipping to next section lol…


Pvp Trick for me:If I see you use them, I’ll know it’s from
reading this you cheaters lol.


When you’re downed and scared or not ready to get up, a fun
thing to do is to do a motion. I use /show because it’s the shortest. By using
this, it makes the opponent thing you are giving up or weird, but you’ll look
as if you’re standing up. He will try to attack you with a combostarter or she
with a skill, but it won’t hit because you’re downed already lol. When you see
yourself hop up, you can still press a to perform the wake up aoe or dash as
cancel for dainns to counter o.o. I’ve seen only one person use it because he
was giving up lol, but imo it’ll be very useful. Even if they already know your
tactic, you can time the “hop” back up and cancel the aoe with something else.

Edit: using /yay is also short


Dainn’s Wake up A: I don’t know if this works on other chars
but I know it works on Dainn. When you recover from being downed, and wait long
enough for him to stand back up, you can press a if you are fast enough and the aoe will still work, or you can
dash as at them. Most of the time, the opponent will run towards you thinking
you’re vulnerable, but you’re not lol.

Dash
AS: I've tried to use this alone without the A-A starter because most
of the time, people (mostly siegs/tias) can counter it by spamming the
A button x.x. The range of Dash A-S is very long (from one scarecrow to
the one above it.) Dash A, however can also be quickly countered by a
sieg's a whack, so you have to only let the S hit. The ending animation
of the S gives Dainn even a larger range to attack, and most opponents
will not be able to counter or dash that far to counter dash-a-s. I am
still experimenting distances with this one, and this melee combo
starter seems the best for me while still out of an enemy's counter
range.
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